wave beam balance

This commit is contained in:
landgreen
2019-09-10 06:03:47 -07:00
parent a2665d6957
commit 7b744e4985

View File

@@ -900,20 +900,20 @@ const b = {
{
name: "wave beam",
ammo: 0,
ammoPack: 100,
ammoPack: 110,
have: false,
fire() {
const me = bullet.length;
const DIR = mech.angle
const wiggleMag = (mech.flipLegs === 1) ? 0.0045 : -0.0045
bullet[me] = Bodies.circle(mech.pos.x + 25 * Math.cos(DIR), mech.pos.y + 25 * Math.sin(DIR), 5, {
bullet[me] = Bodies.circle(mech.pos.x + 25 * Math.cos(DIR), mech.pos.y + 25 * Math.sin(DIR), 9, {
angle: DIR,
cycle: -0.43, //adjust this number until the bullets line up with the cross hairs
endCycle: game.cycle + 300,
endCycle: game.cycle + 150,
inertia: Infinity,
frictionAir: 0,
minDmgSpeed: 0,
dmg: 0.11, //damage done in addition to the damage from momentum
dmg: 0.06, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: 0x000100,
@@ -931,6 +931,12 @@ const b = {
this.cycle++
const THRUST = wiggleMag * Math.cos(this.cycle * 0.3)
this.force = Matter.Vector.mult(Matter.Vector.normalise(this.direction), this.mass * THRUST)
//shrink
if (this.cycle > 75) {
const SCALE = 0.98
Matter.Body.scale(this, SCALE, SCALE);
}
}
});
World.add(engine.world, bullet[me]); //add bullet to world